Kad Tránt-ïr (/trə˞nt/ /ɪr/ [precious; rare] [paragraph; clause]) is a temperate Large City located in the Mididïleghi Principality of the Nutheli.
The name Kad Tránt-ïr is derived from the Goblin language, as Kad Tránt-ïr was founded by Êyeg̈, who was culturaly Gnoll.
Climate
Kad Tránt-ïr has a yearly average temperature of 3°C (37°F), with its average temperature during the summer being a cool 12°C (53°F) and its average temperature during the winter being a freezing -6°C (22°F). Kad Tránt-ïr receives an average of 217 cm/y (85 in/y) of precipitation, most of which comes in the form of snow during the pleasantly short winter months. Kad Tránt-ïr covers an area of nearly 58 km2 (23 mi2), and an average elevation of 1760 m (5774 ft) above sea level.
Overview
Kad Tránt-ïr was founded durring the late 13th century in spring of the year 1161, by Êyeg̈. The establishment of Kad Tránt-ïr suffered from several major issues, resulting in the need to develop many solutions to basic problems. Problems such as a lack of fresh water, logistical support, poor quality tools, and the odd monster or two. Howeaver, these were overcome in time.
Kad Tránt-ïr was built using the conventions of Gnoll durring the late 13th century. Naturaly, all settlmentss have their own look to them, and Kad Tránt-ïr is no diffrent. The city's buildings feature waddle and daub construction with good timber frames and a stone foundation protected by thatched or shingled rooves. Most buildings with second floors are built in such a way as to overhang into the streets on the upper floors for more space, as building size seems to be the primary indicator of wealth within the community. Most buildings are not decorated with any integral features, but instead use ivy, flowers, and other natural elements in planters of on trellices to breathe life into the structure they grow upon.
Kad Tránt-ïr is buildings have been located at convienant points along the cliff Kad Tránt-ïr was built upon. Navigating the town is therefore a little chalanging as the distance between buildings verris greatly and the narrow cobblestone streets flow where they are able to be made rather than folowing the most convienant paths. The city sits behind a stone-renforced palisade wall, with stone gatehouses and timber drawbridges for their trench. The would-be-castle fortifications has suffered a visible ammount of structural damage, leaving them effectivly useless. One can't help but wonder why the has not yet effected repairs.
A look around Kad Tránt-ïr makes it abundantly clear the city suffered something horrible some time ago. It’s a quiet city filled with closed scriptoriums, people quietly yet dejectedly reading in isolated places around town, and the occasional book laying in a heap of garbage.
Civic Infrastructure
Kad Tránt-ïr has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.
Kad Tránt-ïr has an Office of Civil Groundskeeping, which works to enforce local ordinances relating to the construction and upkeep up of all plant life, water features, and other natural decorations within Kad Tránt-ïr. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Kad Tránt-ïr's parks.
Kad Tránt-ïr has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Kad Tránt-ïr.
Kad Tránt-ïr has a government-funded child care program, overseen by the local Department of Nursemaids, which is responsible for providing childcare to working-class citizens according to local ordinances.
Kad Tránt-ïr has a Gravedigger's Guild, which is responsible for collecting the dead and laying them to rest according to all applicable laws and religious customs.
Kad Tránt-ïr has a Guild of Nurses, which is tasked with caring for the elderly and infirm in accordance with local ordinances, religious values, and customs.
Kad Tránt-ïr has a Department of Firefighters, which is responsible for organizing fire fighting efforts during a fire and enforcing local ordinances relating to fire safety.
Kad Tránt-ïr has a Highwayman's Guild, which is tasked with maintaining the roads and highways leading into town as well as keeping them safe for travelers.
Kad Tránt-ïr has a Hall of Slayers, which is tasked with maintaining the roads and highways leading into town as well as keeping them safe for travelers.
Kad Tránt-ïr has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Kad Tránt-ïr's public wards, blessings, and other arcane systems.
Kad Tránt-ïr has an Arcane Academy which provides higher education in the arcane sciences.
Kad Tránt-ïr possesses a Galvanic Power Grid, which brings galvanic current to most if not all buildings in town, and permits a great many consumer goods to function within the Large City. Kad Tránt-ïr's grid is powered by mana accumulators.
Kad Tránt-ïr possesses an older civil lighting system consisting of street lamps. In spite of the Galvanic Grid, these lights continue to use their old fule sources to provide nighttime illumination to all city streets.
Kad Tránt-ïr has a first rate hospital which caters to anyone in need of long term medical care.
Kad Tránt-ïr has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands. They are not to be confused with the Office of Civil Groundskeeping as they do not hold authority over nor responsibility for Kad Tránt-ïr's natural decorations nor waterways.
Kad Tránt-ïr has a Guild of Roadworkers, who are responsible for maintaining the roadways and public paths within town. They also have the duty of enforcing all civil laws relating to the roadways.
Kad Tránt-ïr has a public schooling program overseen by the Hall of Sages who has the responsibility of ensuring access to affordable high-quality education in all basic classes (Reading, Writing, Mathmatics, General Sciences, General Arcana, and Social Education) is made available to all citizens.
Kad Tránt-ïr has a public septic system, which allows its citizens to have indoor bathrooms. The septic system is overseen by the League of Sewerkeepers, who posses the legal authority to enforce all laws relating to the septic system, and are also tasked with its maintenance and upkeep.
Cultural Notes
Kad Tránt-ïr's garrison was built using a different architectural style from the rest of the town. The style used is known for its fluid and florid elaborate style, comprising ornate, asymmetric designs and pastel shades. It is often considered to be a playful, light style, which made exuberant use of curves and emphasized subtle asymmetry in the general shape of its structures. Walls, ceilings and moldings are decorated with numerous interlacing of curves and counter-curves based on the shapes of ‘C’ and ‘S’, along with shell forms and other naturalistic shapes.
In Kad Tránt-ïr birds speak prophesy.
The Domovoi near Kad Tránt-ïr are known to be a mutant strain of the creature.
Kad Tránt-ïr's citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves destroying a prepared ritual vessel to channel Necromancy energies of tier 3 via mimery.
Economy
The following information was obtained via the Imperial Census Bureau as part of the Eyom Economic Outreach Program. It differs from Standard Imperial censuses in that many of Tom's citizens, regardless of culture, work in more than one occupation or hold more than a single job. The Imperial Census Bureau has ruled that a job is a job, hence, the intigers within the data presented here can count an individual more than once.
Agriculture
Dairy Farmers: 29
Farmers: 44
Farm Laborer: 92
Hunters: 51
Milk Maids: 33
Ranchers: 17
Ranch Hands: 40
Shepherds: 35
Farmland: 55654 m2
Cattle and Similar Creatures: 3469
Poultry: 41637
Swine: 2775
Sheep: 138
Goats: 27
Horses, Mounts, and Beasts of Burden: 1387
Craftsmen
Arms and Toolmakers: 27
Blacksmiths: 32
Bookbinders: 17
Buckle-makers: 18
Cabinetmakers: 33
Candlemakers: 46
Carpenters: 39
Clothmakers: 38
Coach and Harness Makers: 14
Coopers: 35
Copper, Brass, Tin, Zinc, and Lead Workers: 19
Copyists: 13
Cutlers: 11
Fabricworkers: 30
Farrier: 95
Furriers: 8
Glassworkers: 47
Gunsmiths: 30
Harness-Makers: 13
Hatters: 26
Hosiery Workers: 10
Jewelers: 15
Leatherwrights: 39
Locksmiths: 14
Matchstick makers: 22
Musical Instrument Makers: 20
Painters, Structures and Fixtures: 18
Paper Workers: 19
Plasterers: 19
Pursemakers: 24
Roofers: 14
Ropemakers: 13
Rugmakers: 13
Saddlers: 27
Scabbardmakers: 29
Scalemakers: 15
Scientific, Surgical, and Optical Instrument Makers: 9
Sculptors, Structures and Fixtures: 13
Shoemakers: 13
Soap and Tallow Workers: 42
Tailors: 67
Tanners: 17
Upholsterers: 20
Watchmakers: 18
Weavers: 39
Whitesmiths: 11
Merchants
Adventuring Goods Retellers: 9
Arcana Sellers: 9
Beer-Sellers: 17
Booksellers: 21
Butchers: 38
Chandlers: 34
Chicken Butchers: 39
Entrepreneurs: 14
Fine Clothiers: 35
Fishmongers: 34
Florists: 8
Potion Sellers: 25
Resellers: 57
Spice Merchants: 19
Wine-sellers: 26
Wheelwright: 21
Woodsellers: 13
Service workers
Bakers: 86
Barbers: 67
Coachmen: 21
Cooks: 57
Doctors: 29
Gamekeepers: 21
Grooms: 12
Hairdressers: 46
Healers: 37
Housekeepers: 39
Housemaids: 73
House Stewards: 46
Inns: 13
Laundry maids: 25
Maidservants: 40
Nursery Maids: 23
Pastrycooks: 49
Restaurateur: 53
Tavern Keepers: 57
Specialized Laborer
Ashworkers: 19
Bleachers: 12
Chemical Workers: 7
Coal Heavers: 29
In-Town Couriers: 33
Long Haul Couriers: 33
Dockyard Workers: 27
Gas Workers: 6
Hay Merchants: 11
Leech Collectors: 38
Millers: 30
Miners: 31
Oilmen and Polishers: 21
Postmen: 31
Pure Finder: 17
Skinners: 39
Sugar Refiners: 7
Tosher: 22
Warehousemen: 53
Watercarriers: 31
Watermen, Bargemen, etc.: 43
Skilled Laborers
Accountants: 17
Alchemist: 21
Clerk: 28
Dentists: 14
Educators: 36
Engineers: 18
Gardeners: 13
Mages: 10
Plumbers: 15
Pharmacist: 16
Professors: 6
Scientists: 10
Wizards: 6
Civil Servants
Adventurers: 13
Bankers: 18
Civil Clerks: 32
Civic Iudex: 15
Consultants: 9
Exorcist: 31
Fixers: 16
Kami Clerk: 25
Landlords: 28
Lawyers: 17
Legend Keepers: 22
Militia Officers: 115
Monks, Monastic: 40
Monks, Civic: 40
Historian, Oral: 30
Historian, Textual: 16
Policemen, Sheriffs, etc.: 30
Priests: 66
Rangers: 19
Rat Catchers: 19
Scholars: 21
Spiritualist: 27
Slayers: 7
Storytellers: 54
Military Officers: 47
Cottage Industries
Brewers: 42
Comfort Services: 53
Enchanters: 15
Herbalists: 15
Jaminators: 47
Needleworkers: 46
Potters: 23
Preserve Makers: 39
Quilters: 20
Seamsters: 63
Spinners: 37
Tinker: 15
Weaver: 34
Artists
Actors: 14
Architects: 5
Bards: 21
Costumers: 8
Dancers: 16
Drafters: 9
Engravers: 11
Fine Furniture Carpenters: 6
Glaziers: 15
Inlayers: 13
Musicians: 47
Painters, Art: 7
Playwrights: 14
Sculptors, Art: 12
Wood Carvers: 46
Writers: 55
Produce Industries
Butter Churners: 49
Canners: 40
Cheesmakers: 47
Ice Merchants: 6
Millers: 27
Picklers: 23
Smokers: 17
Stockmakers: 15
Tobacconists: 22
Tallowmakers: 30
5207 of Kad Tránt-ïr's population work within a Foundational Occupation.
312 work in Agriculture
1151 work as Craftsmen
419 work as Merchants
794 work as Service Workers
540 work as General Laborers
210 work as Skilled Laborers
757 work as Civil Servants
449 work in Cottage Industries
299 work as Artists
276 work in Produce Industries
8117 of Kad Tránt-ïr's population do not work in a formal occupation, but do contribute to the local economy. 555 (4%) are noncontributers.
Points of Interest
Kad Tránt-ïr is remarkably well-fortified for a site of its size and role. Tall, stout walls, strong points inside the community, concentric defenses, a strategic terrain location, or a large body of standing troops might be present. Some threat is thought to exist that makes maintaining this fortification worthwhile, though it may come at a dear cost to the locals. The community’s suzerain may be uncomfortable with these defenses, as they could just as easily be used to defy the ruler.
Kad Tránt-ïr makes use of canals for some of its streets. Locals often fish in the canals.
POI
History
In time immemorial, reportedly some time during the early 2nd century a great windstorm struck Kad Tránt-ïr. Its winds were so great they picked up unsecured objects and flung them with enough force to smash brick and skull alike. Buildings collapsed under the gale, burying countless people alive. The storm's devistation was focused on the area arround Kad Tránt-ïr, which lost 241 people, 113, and 47 livestock in the disaster.. History remembers the strom as The Storm of Trepidation.